My Game Was Too Easy, So I Added This...

425,506
0
2022-07-23に共有

コメント (21)
  • I think rather than making them able to spawn on you, they should be able to spawn anywhere not in a certain radius of the player, and add a miniboss on levels 11+ that can break stone, but obviously not as easily as the level 10 boss.
  • @ODISeth
    I like the idea of monsters spawning anywhere on the map, but I think giving them the ability to spawn directly on top of you is pretty unfair. That’s not a satisfying challenge for the player to overcome, it just feels like RNG decided you’re done and therefore you’re done. I propose EITHER setting a spawn animation for the enemies where they can’t hurt you but you can’t hurt them so you have time to react and get out of the way, OR setting some sort of radius around the player that enemies can’t spawn in.
  • @2wr633
    I think spawning enemy every where so player dont camp is a good idea but it also punish player who dont camp since enemy can just come out of nowhere and end your run. There should be some indication on where and when an enemy is going to spawn
  • Yeah no enemies definitely need a spawning animation of some kind, even if it's just a 1-second 'animation' of them fading in from nothing. You could even look at 'Enter the Gungeon's method of spawning enemies, it shows a target on the ground that after a moment will spawn an enemy there, though you can't determine the type until its spawned in. Had another thought, perhaps you could introduce an enemy that teleports other enemies closer to you? This would present a tangible threat that the player will want to go out and directly deal with. They could still base, they'd just need to be very aware of the enemy and put it down before it does too much damage.
  • The zombies popping in at random locations (including right on top of the player) could be made more fair if you give the zombies a slightly long 'spawning in' animation (like a cloud, portal, or some special effect), where the player can't receive damage from the zombie until that animation finishes. This way, you can keep spawning the zombies in random inconvenient locations without it being unfair (because the player can now react to it).
  • I think a small “hit” indicator (like a dust puff or blood) when shooting a baddie would add to it a lot—but I understand polish comes later on in the process.
  • You should do like a red circle at the place where an enemy will spawn so its a bit less unfair
  • Suggestion for Story Mode: You Have to complete certain quests and certain boss's for each map and you can unlock maps to play on in endless mode each time you beat a map and there are also side quests you can beat them to unlock things like gold which you can use to buy weapons or armor and unlock weapons and armor from beating the quests. also there is a shop which has different themes or armor or weapons and a community sign in to get extra special weapons and also maybe you can add how rare things can be. sorry this might be alot to add but i hope you like the idea and can atleast add one thing from this. 🥺
  • @masxe4106
    A very nice way to spice up a game (especially like this one) is adding more enemy types Around 4 (I don't remember exactly) enemy types are good, but a couple more wouldn't hurt for sure An enemy type wich would be cool to have is an enemy wich barely does anything to the player, but deals extra damage to your blocks, breaking them faster An interesting enemy to see would also probably be some sort of bat maybe wich flies over walls. But to be fair, there probably should be some kind of tall wall wich the enemy can't fly over
  • I really want to see this game released (and maybe on Steam), I would pay for it
  • Maybe add survival mechanics in? Hunger + Water bar would provide a reason to leave your base rather than camp, could have small oasis in the map from which you could only refill Water and could add animals or something for food. Sleep could also be challenging as you'd need to balance maintaining energy to run around and defend yourself whilst taking rests during which you're vulnerable
  • @Lrmf1
    Changes on updrages Knife -30 points Bow-40 points Ak-47-50 points Minigun-100 points Shruken-200 points Blocks: Metal Block:A block that ghost cant pass through but it can be destroyed by lava monster projectiles Glass:A Block that Breaks easy but it blocks projectiles Traps:Bear trap-10 points:the enemy gets immoblized 2 seconds when caught Bomb trap-25 points:When a enemy touches the trap trap explodes deals heavy damage in a area Slow bomb-50 points:When a enemy touches the trap they will get damage and slowed down for 5 seconds
  • @twomur_
    awesome update! you should add traps the player can make like spikes, mines, and turrets
  • Thanks so much badgamedev! I actually installed the first version of you probably won’t survive, so seeing that it’s getting updates is amazing!
  • maybe make crates containing guns that need a certain amount of points to unlock across the map, like maybe they spawn less frequently every round
  • It's pretty cool seeing a game like block fortress but in 2D, cracking work.
  • Maybe for the spawn anywhere mechanic stop the enemies from spawning on screen but by wave 15 there’s an enemy that can destroy stone
  • Try to make a goal for each map on story mode. So like for the island the goal is to make a boat to escape